/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.base;

import net.sf.l2j.Config;

/**
 * Character Sub-Class Definition <BR>
 * Used to store key information about a character's sub-class.
 * 
 * @author Tempy
 */
public final class SubClass {
	private PlayerClass _class;
	private long _exp = Experience.LEVEL[Config.CUSTOM_SUBCLASS_LVL];
	private int _sp = 0;
	private byte _level = (byte) Config.CUSTOM_SUBCLASS_LVL;
	private int _classIndex = 1;

	public SubClass(int classId, long exp, int sp, byte level, int classIndex) {
		_class = PlayerClass.values()[classId];
		_exp = exp;
		_sp = sp;
		_level = level;
		_classIndex = classIndex;
	}

	public SubClass(int classId, int classIndex) {
		// Used for defining a sub class using default values for XP, SP and
		// player level.
		_class = PlayerClass.values()[classId];
		_classIndex = classIndex;
	}

	public SubClass() {
		// Used for specifying ALL attributes of a sub class directly, using the
		// preset default values.
	}

	public PlayerClass getClassDefinition() {
		return _class;
	}

	public int getClassId() {
		return _class.ordinal();
	}

	public long getExp() {
		return _exp;
	}

	public int getSp() {
		return _sp;
	}

	public byte getLevel() {
		return _level;
	}

	public int getClassIndex() {
		return _classIndex;
	}

	public void setClassId(int classId) {
		_class = PlayerClass.values()[classId];
	}

	public void setExp(long expValue) {
		if (expValue > Experience.LEVEL[Experience.MAX_LEVEL])
			expValue = Experience.LEVEL[Experience.MAX_LEVEL];
		_exp = expValue;
	}

	public void setSp(int spValue) {
		_sp = spValue;
	}

	public void setClassIndex(int classIndex) {
		_classIndex = classIndex;
	}

	public void setLevel(byte levelValue) {
		if (levelValue > Experience.MAX_LEVEL - 1)
			levelValue = Experience.MAX_LEVEL - 1;
		else if (levelValue < 40)
			levelValue = 40;
		_level = levelValue;
	}

	public void incLevel() {
		if (getLevel() == Experience.MAX_LEVEL - 1)
			return;
		_level++;
		setExp(Experience.LEVEL[getLevel()]);
	}

	public void decLevel() {
		if (getLevel() == 40)
			return;
		_level--;
		setExp(Experience.LEVEL[getLevel()]);
	}
}